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Faerel

Life Cleric 3 Class & Level
Acolyte Background
Firbolg Race
Lawful Good Alignment

Strength 14
+2
Dexterity 13
+1
constitution 13
+1
intelligence 11
+0
wisdom 18
+4
charisma 12
+1
Total Hit Dice 3
Hit Die
1d8+1
+2 proficiency bonus
+2 Strength
+1 Dexterity
+1 Constitution
+0 Intelligence
+6 Wisdom
+3 Charisma
saving throws
+1 Acrobatics
+4 Animal Handling
+0 Arcana
+2 Athletics
+1 Deception
+2 History
+6 Insight
+1 Intimidation
+0 Investigation
+6 Medicine
+0 Nature
+4 Perception
+1 Performance
+1 Persuasion
+2 Religion
+1 Sleight of Hands
+1 Stealth
+4 Survival
skills Insight Medicine Religion History proficiencies

 
18
Armor Class
20
Hit Points
+1
Initiative
30 ft
Speed
Attacks
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons
Tools: none
Proficiences
Saving Throw: 14
Attack Bonus: +6
Spellcasting
Mace, Chain Mail, Lightcrossbow/20 bolts, Priest's Pack, 2 Holy Symbol, shield, Prayer Book, 5 sticks of incense, vestments, a set of common clothes.
Equipment
Nothing can shake my optimistic attitude.

I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
Personality Traits
Charity. I always try to help those in need, no matter what the personal cost.
Ideals
Everything I do is for the common people.
Bonds
My piety sometimes leads me to blindly trust those that profess faith in my god.
Flaws
Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Cleric


Hit Points

Hit Dice: d8 per Cleric level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: Light armour, medium armour, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Starting Equipment

you start with the following equipment in addition to the equipment granted by your background   (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armour, or or (c) chainmail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a preists pack or (b) an explorers pack A shield and holy symbol


Spellcasting

As a conduit for divine power, you can cast cleric spells.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Imperial Sunstrider.

Statblock Type

Character Sheet (Legacy)

Link/Embed